Write Log
You can record various information generated from the client.
URL Verification
This API uses the service-api.playnanoo.com domain.
API Information
- URL:
https://service-api.playnanoo.com/gamelog/v20220901/save - Method:
PUT - Authentication Required: Yes
DeviceInfo Inheritance
The Req class of this API inherits from DeviceInfo. All properties of DeviceInfo are automatically included.
Request Parameters
| Parameter | Type | Required | Description |
|---|---|---|---|
| table_code | string | Required | Table code |
| log_value | string | Required | Log data (JSON string) |
Table Code
You must create a table code in the PlayNANOO admin console before saving game logs.
Response Data
Res Class
| Field | Type | Description |
|---|---|---|
| Status | string | Processing result status |
Unity C# Implementation
BaseResponse Class
The base class for all API responses.
public class BaseResponse
{
public string ErrorCode;
public string Message;
public string WithdrawalKey;
public string BlockKey;
}
Field descriptions:
ErrorCode: Error codeMessage: Error messageWithdrawalKey: Key required for recovery if in withdrawal grace period (provided only for accounts in withdrawal grace period)BlockKey: Key provided for blocked accounts (provided only for blocked accounts)
Game Log Save Class
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class SaveLog
{
static string path = "https://service-api.playnanoo.com/gamelog/v20220901/save";
[Serializable]
public class Req : DeviceInfo
{
// Required
public string table_code;
public string log_value;
public IEnumerator Send(string tableCode, List<LogParamsValueModel> logs, Action<Res> onSuccess, Action<BaseResponse> onError)
{
if (!string.IsNullOrEmpty(tableCode)) this.table_code = tableCode;
if(logs != null && logs.Count > 0)
{
LogParamsModel model = new LogParamsModel { items = logs };
this.log_value = JsonUtility.ToJson(model);
}
yield return HttpClient.Send<Req, Res>(
UnityWebRequest.kHttpVerbPUT,
path,
requireToken: true,
body: this,
onSuccess: onSuccess,
onError: onError
);
}
}
[Serializable]
public class Res : BaseResponse
{
public string Status;
}
[Serializable]
public class LogParamsModel
{
public List<LogParamsValueModel> items;
}
[Serializable]
public class LogParamsValueModel
{
public string key;
public string value;
}
}
Usage Examples
Basic Usage
using PlayNANOO;
using System.Collections.Generic;
public class PlayNANOOExample : MonoBehaviour
{
void SaveGameLog()
{
SaveLog.Req req = new SaveLog.Req();
// Create log data
List<SaveLog.LogParamsValueModel> logs = new List<SaveLog.LogParamsValueModel>
{
new SaveLog.LogParamsValueModel { key = "event_type", value = "level_complete" },
new SaveLog.LogParamsValueModel { key = "level", value = "5" },
new SaveLog.LogParamsValueModel { key = "score", value = "1000" },
new SaveLog.LogParamsValueModel { key = "time_spent", value = "120" }
};
StartCoroutine(req.Send(
tableCode: "your-gamelog-tablecode",
logs: logs,
onSuccess: res =>
{
Debug.Log($"Game log saved successfully: {res.Status}");
},
onError: (error) =>
{
Debug.LogError($"Failed to save game log: [{error.ErrorCode}] [{error.Message}]");
}
));
}
}
Player Action Log Recording
using PlayNANOO;
using System.Collections.Generic;
public class PlayerActionLogger : MonoBehaviour
{
void LogPlayerAction(string actionType, Dictionary<string, string> actionData)
{
SaveLog.Req req = new SaveLog.Req();
// Convert Dictionary to LogParamsValueModel list
List<SaveLog.LogParamsValueModel> logs = new List<SaveLog.LogParamsValueModel>();
logs.Add(new SaveLog.LogParamsValueModel { key = "action_type", value = actionType });
foreach (var kvp in actionData)
{
logs.Add(new SaveLog.LogParamsValueModel { key = kvp.Key, value = kvp.Value });
}
StartCoroutine(req.Send(
tableCode: "player_actions",
logs: logs,
onSuccess: res =>
{
Debug.Log($"Player action log saved successfully");
},
onError: (error) =>
{
Debug.LogError($"Failed to save player action log: [{error.ErrorCode}] [{error.Message}]");
}
));
}
// Usage example
void OnPlayerPurchase()
{
Dictionary<string, string> purchaseData = new Dictionary<string, string>
{
{ "item_id", "sword_001" },
{ "item_name", "Legendary Sword" },
{ "price", "1000" },
{ "currency", "gold" }
};
LogPlayerAction("purchase", purchaseData);
}
}
Game Progress Log
using PlayNANOO;
using System.Collections.Generic;
public class GameProgressLogger : MonoBehaviour
{
void LogStageComplete(int stageNumber, int score, float playTime)
{
SaveLog.Req req = new SaveLog.Req();
List<SaveLog.LogParamsValueModel> logs = new List<SaveLog.LogParamsValueModel>
{
new SaveLog.LogParamsValueModel { key = "event", value = "stage_complete" },
new SaveLog.LogParamsValueModel { key = "stage", value = stageNumber.ToString() },
new SaveLog.LogParamsValueModel { key = "score", value = score.ToString() },
new SaveLog.LogParamsValueModel { key = "play_time", value = playTime.ToString("F2") },
new SaveLog.LogParamsValueModel { key = "timestamp", value = System.DateTime.UtcNow.ToString("o") }
};
StartCoroutine(req.Send(
tableCode: "stage_progress",
logs: logs,
onSuccess: res =>
{
Debug.Log($"Stage completion log saved successfully");
},
onError: (error) =>
{
Debug.LogError($"Failed to save stage completion log: [{error.ErrorCode}] [{error.Message}]");
}
));
}
}
Log Data Format
Log data is passed as a list of LogParamsValueModel, which is internally converted to a JSON string. You can record various data as key-value pairs.
Automatic JSON Conversion
The Send method automatically converts the LogParamsValueModel list to a JSON string and sets it to log_value.
Data Size Limitation
Log data should be kept at an appropriate size. Too large data can affect network performance.